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What NOT to do: A Tale of Bad Players


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Keilor #21 Posted Mar 17 2011 - 20:46

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View PostDingBat, on Mar 17 2011 - 20:03, said:

3. If someone starts a rush, even a stupid one, it makes sense to go with them. Your additional weight can be the one thing that helps the rush succeed. If the rush fails, you're gonna die anyway. Sitting back and continuing to snipe, especially with tanks that can't do significant damage, is usually the worst choice.
Strongly disagreed, I win games after my teammates fail-rush all the time.  See my earlier post.  Even if you can't do significant damage, it's important to plug holes in your base where scouts can get in.

LiddelHart #22 Posted Mar 17 2011 - 20:54

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View PostGobiten, on Mar 17 2011 - 20:40, said:

Another one:

- Know when to stay in capping circle and when not to.

The following happened to me the other day at ruinberg. I was dead, but  hung around just to se how the match would end. The one remaining tank of the opposing team had just started capping, and had reached to about 10% when our last two tanks reached their base and started capping. Fine, two tanks caps twice as fast as one and we will reach 100% when the enemy is around 60. There is no way they can mess this up, I thought. But they did, one of them left the circle and started heading back. And ofcourse he didnt manage to hit the capping enemy to reset his points before he had finished capping and the match was lost.

Every case, when you have the option to leave the circle to hunt down the last enemies or to stay capping, is not as obvious as this. But in general I would say that a painless win by capping is prefered to risking everything just to go after those remaining enemies.

Stay in the cap period, the Win bonus for the team earns you more than some extra damage or killing a cripple, let them come to you capping puts pressure on them!

TheHasegawaEffect #23 Posted Mar 18 2011 - 00:03

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View Postkeptin, on Mar 17 2011 - 11:21, said:

-High-tier tanks, especially heavies, don't camp and force the rest of your team to advance/defend the line.

The one reason i can't go back up the tech tree to grind lower tier tanks without suffering from immense amounts of rage.

Boots #24 Posted Mar 18 2011 - 00:14

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Biggest problem is WOT

Don't all go in one direction and don't all split up either, always cap if you have a chance, for the love of god stop complaining about the matchmaking, its really getting out of control, also stop raging against your teammates because you died and definitely very ever, no matter what exit the battle if you don't like it.

Keilor #25 Posted Mar 18 2011 - 00:25

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View PostAfoxi, on Mar 18 2011 - 00:03, said:

The one reason i can't go back up the tech tree to grind lower tier tanks without suffering from immense amounts of rage.
Why not?  Just play more conservatively instead of suicide rushing.  Light tanks are the most useful near the end of the game, when they can take out arties without hordes of heavies interfering.

Diastant #26 Posted Mar 18 2011 - 00:26

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I got one.

-Concentrate on their tactical tanks. If there's an IS-7 and Object 704 and a T-34, don't get the T-34 because it's an "easier kill". You won't even be halfway done with that T-34 when the IS-7 and 704 roast you with 130 and 152mm cannons of steel and death.


Sometimes I see a friendly hammering away at a VK 3601 medium or something when there is an IS-4 or King Tiger right next to them. It's so stupid, just don't do it.

Will_of_Iron #27 Posted Mar 18 2011 - 00:35

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what do you do if you are heading for cover, as in, in a light advancing by bouncing between rocks and buildings, and you get killed for no apparant reason? I can't just sit in 1 spot in my a-20, I NEED to constantly scout. There isn't costant cover though, it is all broken up from different angles.

Keilor #28 Posted Mar 18 2011 - 00:50

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View PostWill_of_Iron, on Mar 18 2011 - 00:35, said:

what do you do if you are heading for cover, as in, in a light advancing by bouncing between rocks and buildings, and you get killed for no apparant reason? I can't just sit in 1 spot in my a-20, I NEED to constantly scout. There isn't costant cover though, it is all broken up from different angles.
You could also try using hills and cliffs.

Quax1102 #29 Posted Mar 18 2011 - 07:23

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View PostGrayDawg, on Mar 17 2011 - 15:43, said:

P.S. Also, would it kill you to actually try and not bump into every vehicle you possibly can when driving off from from the starting area? Then get pissy at everyone else and bump them some more, alternatively, shot at at them. Yes, you know who you are you little pricks.


Yes, I always wonder how they did get hold of their driving license ... Best thing is to just sit and wait some seconds to see what the others are doing, and by this way have a look at some amusing collisions ("Boing .. Boing .. crash .. screeeech .. boing" :lol:)

Sometimes I cnanot help but think they drink when driving  ..

leonidesalinas #30 Posted Mar 18 2011 - 07:50

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OP: i love you... some people playing this game have no sense of target priority, sense of awareness of their surroundings and battlefield conditions, or what to shoot at on a tank.

let alone using the front of their tank to pie around a corner, and to bounce an incoming shot, letting you gain the upperhand, and killing that enemy that just bounced against your armor.


i've stopped medium rushes with my King Tiger using my front hull, and target priorities.



and for the love of god... stop getting in my line of fire!



more often, i am finding myself alone, with the rest of my team dead against like 4 mediums. i look up and go holy crap where did my team go?

keptin #31 Posted Mar 18 2011 - 12:01

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View PostWill_of_Iron, on Mar 18 2011 - 00:35, said:

what do you do if you are heading for cover, as in, in a light advancing by bouncing between rocks and buildings, and you get killed for no apparant reason? I can't just sit in 1 spot in my a-20, I NEED to constantly scout. There isn't costant cover though, it is all broken up from different angles.

I personally think scouting is a flawed system in this game; what's the point of having a low-tier scout if the high-tier tanks have vastly greater view ranges?  I don't remember WWII scouts having to suicidally dodge enemy fire in order to do their job. Imo, they should create something like "Binocular Mode" for certain scouting tanks, where by you can't fire or move quickly, but your viewing range increases to more than the highest on the team.  This would allow scouts to actually see things before they're killed and would change their tactics to be less suicidal.  Although, inevitably, Binocular Mode would mess up game mechanics for arty.


View PostGobiten, on Mar 17 2011 - 20:40, said:

Another one:

- Know when to stay in capping circle and when not to.

The following happened to me the other day at ruinberg. I was dead, but  hung around just to se how the match would end. The one remaining tank of the opposing team had just started capping, and had reached to about 10% when our last two tanks reached their base and started capping. Fine, two tanks caps twice as fast as one and we will reach 100% when the enemy is around 60. There is no way they can mess this up, I thought. But they did, one of them left the circle and started heading back. And ofcourse he didnt manage to hit the capping enemy to reset his points before he had finished capping and the match was lost.

Every case, when you have the option to leave the circle to hunt down the last enemies or to stay capping, is not as obvious as this. But in general I would say that a painless win by capping is prefered to risking everything just to go after those remaining enemies.


I did the exact same thing as that tank, once.  Learned my lesson then and there--always stay in the circle.  Once you begin capping, your team expects you to stay there until you win or are dead.  Their plan will evolve with this in mind, by leaving the cap circle, you just drastically changed a critical element in their plans.  Whether their plan was to assist capping with you or hitting/killing the enemy cappers to slow or stop the friendly cap, by moving out of the cap circle, you just potentially cost your team the match.


View Postleonidesalinas, on Mar 18 2011 - 07:50, said:

OP: i love you.

I love you too, random internet person!

dr_fruitloop #32 Posted Mar 18 2011 - 12:09

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Heres one: Tank rage - 4 or 5 team mates go after ONE tank intent on killing ti, all the while enemy sweeps along a flank and wins it :blink:

jdtherocker #33 Posted Mar 18 2011 - 13:32

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Please dont fire at an enemy I am there is an enemy right next to him thats hurting me I can deal with him.

TheHasegawaEffect #34 Posted Mar 18 2011 - 13:49

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View PostKeilor, on Mar 18 2011 - 00:25, said:

Why not?  Just play more conservatively instead of suicide rushing.  Light tanks are the most useful near the end of the game, when they can take out arties without hordes of heavies interfering.

Oh no, not that kind. I mean the ones sitting BEHIND the GW Tiger.

Middleagegamer #35 Posted Mar 18 2011 - 14:52

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Outstanding post!

However, I disagree with the "Always stay in the circle" mindset.  Yes, go for victory vice vain killing always.  However, last night's battle was a prime example.

We were in Erlenburg and there were 2 medium tanks just outside of the circle holding an optimum firing position against the 2 heavies (T1s).  The VKs could rock back and forth and plink the two T1's at their leisure and a 3rd tanks location was unknown.

As heavies, we split; flanked their position and killed them just as the third tank a Derpgun Sherman came rolling in.  Had we waited we would have been facing 3 tanks, one with enough firepower to do substantial damage to us.

Tactics are situational.  While many of these rules are great guidance; they are just that.. guidance.. They provide a starting point however, it is always important to remember the best thing you can do on the battlefield is adapt.

In general, yes you should go for a cap IF all threats have been removed.  

I have seen too many times where people ignorantly sit in a cap circle while under fire from afar failing to move tactically, while screaming "CAP CAP STay in the circl!"  No.  You seek cover, repel the assault and then once your position is secure; you cap.

Some of the biggest points you can make; Have a plan.  Communicate the plan.  Commit to the plan. Execute the plan. Abandon the plan when it is failing. Start again (because it will not survive first contact with the enemy.)

CCC_Dober #36 Posted Mar 19 2011 - 02:12

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Understand the role of your tank and act accordingly.

If you drive a heavy tank, follow the mediums and support them.
If you drive a tank destroyer, defend the base or set up ambushes at choke points.
If you drive a medium tank, secure vital positions and travel in packs.
If you drive a light tank, provide intel and don't bother shooting anything (except enemy arty).
If you drive arty, manage threats from a distance and provide additional intel (don't forget to move after each shot).

If any of the tanks above are missing in your game or their drivers are not up to it, feel free to take over their role as long as your tank has what it takes.

TheDude101 #37 Posted Mar 19 2011 - 03:27

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Please, don't let your teams heavies go off on their own. Yes, they are heavily armored and yes they can punch through most tanks like they are paper. However, when they are trying to fight off a swarm of TDs, arty and T7-9 Medium/heavies - they need your support! Too many times I've seen an IS-7 run into the E-2 Square on Ensk and no one but me supporting and we both get blasted.

LMG #38 Posted Mar 19 2011 - 04:32

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When retreating with a TD, NEVER TURN AROUND AND SHOW YOUR WEAK REAR TO THE ENEMY YOU ARE RUNNING FROM!

Fall back in reverse, so you can have better protection against enemies, plus you have the ability to shoot back. :Smile-playing:

scyrehawk #39 Posted Mar 19 2011 - 04:45

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here's another 2.

The minimap is not there for looks, learn to pay attention to it as chances are, you'll know long before those mediums pounce on you, that you've been flanked.

And here's one for the whine and rant brigade that get nailed by arty right off the start line. Arty snipe mode sees ALL terrain damage, you knock a tree over and an arty happens to be locked in right near it, expect a shell to pay a visit, same with fences, cars and anything else that can be destroyed. Its a giant flashing sign saying "Hey I'm right here, come smack me down!"... I'm so tired of hearing the whines of being reported because you just happen to have stopped right where the tree fell and got one shotted by my arty shell.

Keilor #40 Posted Mar 19 2011 - 04:56

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View PostAfoxi, on Mar 18 2011 - 13:49, said:

Oh no, not that kind. I mean the ones sitting BEHIND the GW Tiger.
Yes, I can't help it if I am in a KV and my tier 3-4 light/medium teammates do not wait for me =P

So I guess you could say the opposite is also a noob mistake: people who rush in their racecar tanks without letting the rest of their team catch up, when they're clearly being followed by the rest of the team.